Jonathan Morton wrote:
>
> >The challenge with back and depth buffers is being able to allocate
> >additional space on the fly (when a window is resized for example). We
> >chose a static allocation method over shutting down the application
> >after it's already been running. If a good mechanis
>The challenge with back and depth buffers is being able to allocate
>additional space on the fly (when a window is resized for example). We
>chose a static allocation method over shutting down the application
>after it's already been running. If a good mechanism can be devised for
>addressing t
On 2002.06.13 08:05 Michael Thaler wrote:
> ...
>
> I had a lot of work to do for my diploma thesis lately, so I did not
> test the mach64-0-0-4 branch. But waht I read on the list lately
> sounds promising. Is the mach64-0-0-4 branch in a useable state now so
> that is worthwhile for a pure user
Hello!
> That's great news, Leif!
I used to test the Mach64-branch on my Sony Vaio which has a 8 MB ATI
Rage Mobility. The mach64-0-0-3 branch worked fine for me and I was
really happy because I got a frame rate of about 25-30 in UT and Q3.
I had a lot of work to do for my diploma thesis lately
Leif Delgass wrote:
> I got 2D accel working. VT and mode switches
> also work now without locking up.
Good catch, Leif.
[...]
> OK, now for the bad news: the driver currently allocates only 128
> scanlines for the XAA pixmap cache and offscreen pixmaps. This is what
> the calculations for
On 2002.06.13 05:18 Leif Delgass wrote:
> Well, I had a "Eureka!" moment and figured out the problem with 2D accel,
> which was also the cause of the signal 11 on server shutdown. "Hidden"
> in
> atiaccel.c there is a second initialization of the framebuffer manager
> that was causing XAA to use
> OK, now for the bad news: the driver currently allocates only 128
> scanlines for the XAA pixmap cache and offscreen pixmaps. This is what
> the calculations for the size of the local texture area have been based
> on. To get good 2D performance, we should probably allocate a full
> view
Well, I had a "Eureka!" moment and figured out the problem with 2D accel,
which was also the cause of the signal 11 on server shutdown. "Hidden" in
atiaccel.c there is a second initialization of the framebuffer manager
that was causing XAA to use the entire offscreen area (including our back,
dep